Kharadron Overlords – Grundstok Gunhauler
 ]

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).
12"
10
3+
7
WARSCROLL

Grundstok Gunhauler

Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escort-class ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch deadly attack runs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Carbine
Aethershot Carbine12"23+3+-12
Sky Cannon: Shrapnel
Sky Cannon: Shrapnel12"43+3+-12
Sky Cannon: Shell
Sky Cannon: Shell24"24+2+-2D3+1
Drill Cannon
Drill Cannon24"13+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: None
Base size: 105 x 70mm
Notes: Single. Battleline in a Barak-Urbaz army

A Grundstok Gunhauler is armed with an Aethershot Carbine, Boarding Weapons and 1 of the following weapon options: Sky Cannon; or Drill Cannon.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grundstok Escort Wing

FLY: This unit can fly.

Ahead Full: The Captain of a Grundstok Gunhauler can overcharge its engine so that the craft moves at maximum speed for a short time.
Once per battle, at the start of your movement phase, you can say that this unit will move ahead full. If you do so, add 6" to its Move characteristic in that phase.

Escort Vessel: Grundstok Gunhaulers are used to disrupt attacks on larger Kharadron skyvessels in the vicinity.
Friendly SKYVESSELS other than GRUNDSTOK GUNHAULERS have a ward of 6+ while they are within 3" of any friendly GRUNDSTOK GUNHAULERS.

Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a normal move or a run, you can pick 1 enemy unit that this unit passed across and roll 4 dice. For each 4+, that enemy unit suffers 1 mortal wound. This ability has no effect on units that can fly.

Drill Cannon: The shells fired by a drill cannon burrow into the target and then explode, blasting shards of metal from the drill bit all around.
If the unmodified hit roll for an attack made with a Drill Cannon is 5+, that attack causes 3 mortal wounds to the target and the attack sequence ends (do not make a wound roll or save roll).

Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Sky Cannon.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, GRUNDSTOK, GRUNDSTOK GUNHAULER, GRUNDSTOK EXPEDITIONARY FORCE
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth

The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The GRUNDSTOK keyword is used in the following Kharadron Overlords warscrolls:

None
© Vyacheslav Maltsev 2013-2024